void Start() { saver = gameObject.GetComponent <SaveManagerController>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); counters = new int[mechanicsOptions.Length]; isActive = new List <bool> { player.mechanicMovement, player.mechanicJump, player.mechanicRotation, player.mechanicHealth, player.mechanicCombat, player.mechanicDialogue, player.mechanicUnlockables, player.mechanicTimeflow, player.mechanicInteractables }; capacityText[0].text = mMovementKB.ToString(); capacityText[1].text = mJump.ToString(); capacityText[2].text = mRotation.ToString(); capacityText[3].text = mHealth.ToString(); capacityText[4].text = mCombat.ToString(); capacityText[5].text = mDialogue.ToString(); capacityText[6].text = mUnlockables.ToString(); capacityText[7].text = mTimeFlow.ToString(); capacityText[8].text = mInteractables.ToString(); foreach (Button button in mechanicsOptions) { button.GetComponent <Button>(); } CheckForActiveMechanic(); }
// Start is called before the first frame update void Start() { saver = gameObject.GetComponent <SaveManagerController>(); rb = gameObject.GetComponent <Rigidbody>(); audio = gameObject.GetComponent <AudioSource>(); mechanicJump = saver.Get(GameMechanic.Jumping); mechanicRotation = saver.Get(GameMechanic.Rotation); mechanicMovement = saver.Get(GameMechanic.Movement); mechanicHealth = saver.Get(GameMechanic.Health); mechanicUnlockables = saver.Get(GameMechanic.Unlockables); mechanicTimeflow = saver.Get(GameMechanic.TimeFlow); mechanicCombat = saver.Get(GameMechanic.Combat); mechanicDialogue = saver.Get(GameMechanic.Dialogue); mechanicInteractables = saver.Get(GameMechanic.Interactibles); saver.DebugLog(); }
// Start is called before the first frame update void Start() { saver = gameObject.GetComponent <SaveManagerController>(); }
void Update() { saver = gameObject.GetComponent <SaveManagerController>(); MenuTextColors(); }